Friday 20 February 2015

Week 2



UV Mapping;

Probably the one stage I dislike the most so far in animating would the UV mapping stage. Essentially UV mapping is the process in 3D modelling of projecting a 2D image onto a 3D model’s surface which leads to texture mapping. The way that UV mapping works is that it creates a texture map around your 3D model, best shown with a cube, as seen in the image below.

A representation of the UV mapping of a cube 2008.

However it is still quite a tedious process to get through and can make or break the texture’s positioning on the model.

Texturing and Shaders;

Texturing and the usage of shaders is the next step in 3D animation after the UV mapping. What this stage consists of is the boring bland default grey looking model, known as the default shader, and adding a new shading material to the 3D model, as stated by Boudon (N.A.) it “gives the artists the ability to control things like colour, reflectivity, shininess, and much more.” Thus what was once a 3D model with a solid grey colour can be transformed into a 3D model that looks very realistic or might end up looking cartoon like with the colours and materials applied to it, as seen in the images below.

Toy Race Car Textured (N.A.).

Female Model (2014).

Rigging;

Rigging is either one of the most frustrating or enjoyable parts of animating, it really depends if you like it or not. Essentially rigging is the phase where you create a skeleton, the joints and the control nodes for your 3D model. You definitely do not want to animate your 3D model whilst not having a skeleton for it, otherwise you’ll end up animating the mesh, and that is one thing you want to absolutely avoid with animating. So what exactly does the skeleton, the joints and these control nodes allow you to do? Simple, it allows you to move body parts and create facial expressions so that your 3D model can actually move and thus come to life, however you must still think about whether or not the body parts should bend like real body parts, for example the arm bending at the elbow joint, or if it’s going to be like one of those wacky cartoon character’s arms where it can extend beyond that of a normal human being. An example of a rig and skeleton is seen in the image below.

Rig & Nurb (2010).

Animation;

Animation, the phase where your rigged assets are animated using controls to match the desired shot and where you can see all the previous steps come together. Essentially animating can mean anything from complex character movements that you see in the latest films and video games to the movements of something mechanical, let’s say for example an engine. To be able to make an animation an animator will use a timeline and then set movement in the frames that then play back as an animation, the difference essentially between that of a 3D animation and that of a 2D animation is not a lot since they use the same concept of flip book animations. However as Boudon (N.A.) states; “except instead of creating a new pose on each sheet of paper, 3D animators create poses on a series of still images that are referred to as frames”. It is an animators job to make the 3D characters and objects come to life.


References:

Boudon, G. (N.A.). Understanding a 3D Production Pipeline - Learning The Basics. [Web log post]. Retrieved from http://blog.digitaltutors.com/understanding-a-3d-production-pipeline-learning-the-basics/
Boudon, G. (N.A.). Toy Race Car Textured [Image]. Retrieved from http://i2.wp.com/blog.digitaltutors.com/wp-content/uploads/2013/10/1151-620x350.jpg
Jenson, D. (2010). Rig & Nurb Model [Image]. Retrieved from http://www.derekjenson.com/3d-blog/archives/02-2010
Zephyris (2008). A representation of the UV mapping of a cube [Image]. Retrieved from https://en.wikipedia.org/wiki/UV_mapping#/media/File:Cube_Representative_UV_Unwrapping.png

Thursday 12 February 2015

Week 1


Pre-production:
Pre-production is the first stage of a 2D and3D animation project takes form. This includes the concepts for characters, visual style (colours/ art style), sets, story boarding and more to help everyone and everything make it through the pipeline. An example of an animation storyboard can be seen in the image below along with how many shots and the timing of each shot.
                                                3D Animation Storyboard (2014).


Animation Production Process (2013).

In the image above you can see an example of a 3D short film production pipeline. However there are several different pipelines one can choose from to follow.

Modelling; 

Probably one of the most enjoyable stages of 3d animation is modelling, but what is modelling? Modelling is the simply the creation of assets, these assets can be used in anything from animations to VFX shots. The assets are created from scratch by using the concepts and designs of the pre-production stage, or they can be adapted from other models, 3D modellers use a variety of techniques to meet project requirements. Essentially this phase takes all the concepts from pre-production and brings them to life, this is done via various 3D programs such a Maya, 3ds Max and by using a sculpting program, like ZBrush or Mudbox, 3D modellers will be able to digitally sculpt assets and therefore add more detail to their models. 

As Boudon (N.A.) states; “Modellers often start with a completely empty 3D scene and build up the 3D geometry to look like anything from simple props, or environments, to complex characters.” – (N.A.) One of these created asset such as a toy race car can be seeing in the image below.
                                                                      

  Toy Race Car (N.A.).




References;


Boudon, G. (N.A.). Understand a 3D Production Pipeline - Learning The Basics. [Web log post]. Retrieved from http://blog.digitaltutors.com/understanding-a-3d-production-pipeline-learning-the-basics/


Krystal (2014). 3D Animation Storyboard [image]. Retrieved from https://krystaldigital.wordpress.com/2014/12/23/3d-animation-story-board/